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 Post subject: Re: 40k Escalation League - 2017 - The Games Nook
PostPosted: Sun Jan 08, 2017 3:55 pm 
Hero

Joined: Sun Feb 17, 2013 11:14 am
Posts: 367
I'll be in there tomorrow evening to square up.


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 Post subject: Re: 40k Escalation League - 2017 - The Games Nook
PostPosted: Tue Jan 10, 2017 3:21 pm 
Heroic Knight
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Joined: Fri Apr 05, 2013 11:57 pm
Posts: 1839
We are 15 strong! If you don't see you name on the list (first page) and want to play please let me know ASAP. We are starting soon, I will send an e-mail out soon to confirm I got the right contact info.

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 Post subject: Re: 40k Escalation League - 2017 - The Games Nook
PostPosted: Mon Jan 16, 2017 11:20 am 
Battle Buddy
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Joined: Tue Nov 15, 2011 7:17 pm
Posts: 1106
Hey folks!

Hearing that lots of people don't have the Kill Team rules handy, so here's the important info.

#1 - Basic Rules
#2 - Leaders
#3 - Specialists
#4 - Missions


#1 - Basic Rules
- The game is played on a 4'x4' battlefield.
- You buy your army in units, like normal (0-1 Elites, 0-2 Troops, 0-1 Fast Attack), but once battle begins each model acts as if it were its own unit. Note Kevin's email about other build restrictions.
- Independent Characters can't join units, so there'll be no Look Out Sir! saves.
- A Transport can carry a number of units up to its transport capacity, rather than a single unit. However, only models from a unit that purchased a transport as a Dedicated Transport can start the game in it.
- Brotherhood of Psykers has no effect in Kill Team, so these dudes are simply not psykers in that game. HOWEVER, I would recommend allowing your opponent to ignore this. Make it so that so long as the purchased unit has any models left, once during the psychic phase you can have any model from that purchased unit count as a Psyker of the purchased unit's Mastery Level. This isn't the rules, but it allows Brotherhood of Psykers to still "work" in the game.
- Psykers can't use Conjuration powers.
- You can't be in Reserves during a game, unless something lets you Outflank. Also, these are no Ongoing Reserves in Kill Team.
- Every model is a scoring unit unless specifically stated otherwise.
- If you're army is reduced to less than half of your total number of models, at the beginning of each turn you make a Break Test. It's a Leadership Test that, if failed, causes the model to immediately be removed as a casualty, while And They Shall Know No Fear lets you re-roll those tests.
- If your Leader is still alive and passes their Break Test, any other model within 6 inches of them automatically passes their Break Test as well.

NOTE:
- Warp Storm and Daemonic Instability are not used. Daemons get Fearless instead.
- Champion of Chaos is not used.
- Canticles of the Omnissiah can't be used.
- Blood Tithe isn't used.
- Mob Rule isn't used.
- Doctrina Imperatives are not used.


#2 - Leader Traits
You must select one non-vehicle character in your army to be your Leader. If your Leader passes their Break Test, all your friendly models within 6 inches of them also pass their Break Test. If you don't have a character, then it's any non-vehicle model with or tied for the highest leadership stat. Roll a die before the game to determine your Leader's Trait.

1 - A Cunning Ruse; D3+2 of your non-vehicle models can Outflank.
2 - Quick Thinker - Your Leader Seizes the Initiative on a 4+, rather than 6+.
3 - Chasing Promotion - Your Leader scores 1 Victory Point is they slay the opponent's Leader in a challenge.
4 - Iron Resolve - Your Leader's Command Radius is increased to 12 inches, rather than 6 inches, for Break Tests.
5 - Been There, Seen it, Done It - Your Leader becomes an extra Specialist, though can't select from the same specialist type as any of your other specialists.
6 - Unshakeable Dedication to Duty - You Leader gains the Zealot special rule (Fearless + Hatred).

#3 - Specialists
You must select three of your non-vehicle models that are not your Leader to be specialists. These specialists each select from a Specialist Type, and choose one of those abilities. You can't ever double up on the same Specialist Type.

Combat Specialist
1 - Counter-Attack
2 - Furious Charge
3 - Hammer of Wrath
4 - Hatred
5 - Rage
6 - Beserk Fighter (+d3 attacks when locked in combat with more than one enemy model)
7 - Deathblow (close combat attacks have Instant Death, but it's not actually instant death, so you can still Feel No Pain against it)
8 - Killer Instinct (close combat attacks have Fleshbane)
9 - Warrior Adept (+1 Weapon Skill)

Weapon Specialist
1 - Sniper
2 - Bane of Vehicles (model's shooting attacks can re-roll failed armour pen rolls or glancing hits)
3 - Eagle-Eye (increase this model's weapon's range by 50%, so a 24" bolter would become a 36" bolter)
4 - Expert Shot (+1 BS)
5 - Machine Saboteur (model's close combat attacks have better Haywire; 1-no effect, 2-4-glancing hit, 5-6-penetrating hit)
6 - Master-Craftsman (one of the model's weapons becomes Master Crafted and can reroll one failed to-hit roll per turn)
7 - Reaping Volley (when shooting, this model can designate each shot as being targeted at a different model before making to-hit rolls)
8 - Sharpshooter (model's shots and attacks ignore cover saves)
9 - Suppressing Fire (a model hit, but not killed, by this model's shooting attacks must pass a Leadership Test or be Pinned)

Dirty Fighter Specialist
1 - Fear
2 - Soul Blaze
3 - Blinding Distraction (model's close combat attacks have Blind)
4 - Exploit Weakness (model's close combat attacks have Rending)
5 - Executioner (model's rerolls to-wound rolls against models with 2 or more wounds)
6 - Low Blow (a model hit but not killed by this model in close combat is reduced to Initiative 1 until the end of the next Assault Phase)
7 - Murderous Blows (model's close combat attacks have Shred)
8 - Poisoned Weapons (model's close combat attacks have Poisoned 4+)

Indomitable Specialist
1 - Adamantium Will
2 - Crusader
3 - Eternal Warrior
4 - Fearless
5 - Feel No Pain
6 - Relentless
7 - Stubborn
8 - Smackdown (a model hit but not killed by this model in close combat moves as if they were in difficult terrain until the end of their next turn)

Guerilla Specialist
1 - Fleet
2 - Hit & Run
3 - Infiltrate
4 - Move Through Cover
5 - Night Vision
6 - Preferred Enemy
7 - Scout
8 - Stealth
9 - Promethium Charges (model gains Assault Grenades that also have Ignores Cover)

#4 - Missions
Well, I only have 1 real mission (Forward Push), and the rest are just my guess on it based on the previous iteration's of the Kill Team Missions. Also, here are the Secondary Objectives:

Slay the Leader (instead of the Warlord)
First Blood (be the first to kill a model!)
Linebreaker (same as always)
Break the Enemy (is your enemy making Break tests? If so, you got this point!)

Also, Night Fight and Mysterious Objectives are in effect.

Mission 1 - Forward Push
Dawn of War deployment.
Place 3 Objective markers. These are each worth 1 Victory Point at the end of the game. Random game length.

Mission 2 - Alone in the Dark
Dawn of War deployment.
Place 3 Objective markers. These are each worth 1 Victory Point at the end of the game. Models without Outflank MUST Outflank, while everyone else may deploy normally.
Random game length. Night Fight is in effect the entire game.

Mission 3 - Head Hunt
Dawn of War deployment.
Each enemy Specialist and Leader killed during the game is worth 1 Victory Point at the end of the game.
Random game length.

Mission 4 - Infiltrate the Camp
Dawn of War deployment.
One side is the attacker, and the other the defender. The attacker scores 1 Victory Point at the end of the game for each model they move off their opponent's table edge. The defender scores 1 Victory Point at the end of the game for each model they kill.
Random game length.

Mission 5 - Secure the High Ground
Vanguard Strike deployment.
Place something tall in the middle of the table, and put an objective on it. That objective is worth 3 Victory Points at the end of the game.
Random game length.

Mission 6 - Supply Drop
Vanguard Strike deployment.
Place 6 objective markers. At the end of each player's turn, they identify one objective marker they've captured and roll a d6. On a 6, that's the objective with the Supply Drop, and all other objective markers are removed, and on any other rolls, the identified marker is removed. If no one rolls a 6 for any of the previous objectives, then the last remaining objective marker is the Supply Drop. The Supply Drop is worth 3 Victory Points at the end of the game.
Random game length.


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